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HQ 2.0 Public Beta available now!

Ok, so it turns out at some point Jake was flagged as a deserter, and Theresa was auto-assigned to go get him and a bug prevented her AI from being reset.

Fixed that bug, but now I can't figure out how the hell Jake deserted when he is flagged as immune several different ways....

If any of you has a save with one of the 6 department heads deserting, please toss it up here so I can investigate.
 
I didn't stopwatch time it, but I let my character sit idle in HQ while I went AFK for a good 5+ minutes and it still hadn't updated. Prior to these betas, that HUD would update "as soon as the scripts caught up" (which was almost invariably only a few seconds realtime).

Im trying to not be too obnoxious about it, its just the biggest thing left thats bugging me (anything else is minor quibbles), and Ive tried all the usual stuff at my end.
No problem - I think this back and forth is just a semantics thing. To you its the HUD, to me, its actually a much worse issue than the HUD - it's something wrong with the gameplay side. Hopefully it's just the power still for you that's causing the feel of delay, and I can keep digging at the code I changed the other day that was resulting in progress on that front.
 
Build 22 is up!

The plan is to release on Friday - so only minor fixes will be coming between now and then. The last few things on my radar to investigate tomorrow are:

  • Chemistry Lab not working
  • Why power in HQ sometimes takes a long time to update for some of you
  • The mystery wall that is appearing in the cafeteria for some of you
  • Pipboy map issue after using VR (I actually know what's causing this - have a workaround planned for SS2 Extended - hoping that someone would understand the issue and be able to come up with a better suggestion though - as right now I have no solution for Xbox)

Anything else I'm missing?
 
No problem - I think this back and forth is just a semantics thing. To you its the HUD, to me, its actually a much worse issue than the HUD - it's something wrong with the gameplay side. Hopefully it's just the power still for you that's causing the feel of delay, and I can keep digging at the code I changed the other day that was resulting in progress on that front.
Right, I am only describing it in terms of the visual feedback I can or cant see, not the actual mechanics that might not be working right.
I will do a focused test on this with documented saves when I get home from work in a few hours.
 
Does the 2nd room that lets you choose the player apartment expansion allow you guys to choose Living Quarters?

in the office level?
yes, living quarters, player qarters and player quarter extension.

basically the same options as the rooms in main level above the cafeteria / dining hall area.

will check with b22 and give an update if something is odd.

edit:
upstairs, cafeteria area:
the 2nd room next to the original player room now allows only Player Quarters and Living Quarters but no Player Quarters Expansion.

Same in the Office Level for the 2 similar Rooms.

edit2:
aparently i was not patient enough, option for Expansion reappeared on all Large Offices (Lobby and Office Level) shortly after Player Quarter was (re)build .
 
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Weird bug. Multiple "eastern patrols" for security.
1658388100564.png
 
Starting my testing of this HQ Power thing now.

Room control for the Comm Array Room should be outside in the hall (see screenshot).
That Room Control is just plain not there for me. Even after building all the upgrades to the Lower Hallways (which i thought might trigger it)
Oh, derp, I hadn't "Cleaned" that room yet. Now it's there. Why is that even a thing? It didn't care that it wasn't "cleaned" for any of the quests...
 
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Alright. Here's a savegame to have a look at for this "power meter not updating" thing

themeters.jpg
"Before" was what it was at when I loaded into the game (I used a previous save I've posted in this thread - the one with Theresa following Jake - as the 'zero point', to use for comparing what scripts are failing etc).
"After" is after approx. 10 realtime minutes hanging around in HQ - this is when the posted save was made. I built the other Cafeteria (hence the +50 HQ MAX for Food; that one appears to work fine, that updated within about 20 seconds) and the Lower Hallways + Lighting upgrade in that time (at around the 5 minute mark), as well as Refreshed the Comm Array Room and the Robotics Lab out in the globe area.
This HQ has a handful of rooms built - by my count, using "Room Control" devices to count it up, the "power usage" should be AT LEAST 1100, probably closer to 1200 since I didn't check every single room. So why did it go down in that time? The Lower Hallways Lighting said it was another +10... I think it went down after the Refresh of the "Comm Array Room" finished.
 
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Does the 2nd room that lets you choose the player apartment expansion allow you guys to choose Living Quarters?
Yes, the one I was standing at in the save I posted previously about it has "Player Quarters", "Living Quarters", and "Player Quarters Extension" as Purpose options.
 
@yaugie , as you are an experienced SS2 player and are testing the HQ 2.0 patch, I would like to know if there have been any changes to the City Planner Desk (And I don't want to upset Kinggath if this isn't a new bug). When I add it is positioned apparently missing items, with the flag, the Monitor and its functions do not appear when pointing the dare, only Item Creation. Below is a picture of how it appears in my game.Screenshot_5.pngScreenshot_5.png
 
@yaugie , as you are an experienced SS2 player and are testing the HQ 2.0 patch, I would like to know if there have been any changes to the City Planner Desk (And I don't want to upset Kinggath if this isn't a new bug). When I add it is positioned apparently missing items, with the flag, the Monitor and its functions do not appear when pointing the dare, only Item Creation. Below is a picture of how it appears in my game.
I replied to your other thread about it, you don't need to post multiple times. Try going into Build Mode, picking it up and moving it, then putting it back where you want it. That should make it "refresh".
 
Alright. Here's a savegame to have a look at for this "power meter not updating" thing

View attachment 17613
"Before" was what it was at when I loaded into the game (I used a previous save I've posted in this thread - the one with Theresa following Jake - as the 'zero point').
"After" is after approx. 10 realtime minutes hanging around in HQ - this is when the posted save was made. I built the other Cafeteria (hence the +50 HQ MAX for Food; that one appears to work fine, that updated within about 20 seconds) and the Lower Hallways + Lighting upgrade in that time (at around the 5 minute mark), as well as Refreshed the Comm Array Room and the Robotics Lab out in the globe area.
This HQ has a handful of rooms built - by my count, using "Room Control" devices to count it up, the "power usage" should be AT LEAST 1100, probably closer to 1200 since I didn't check every single room. So why did it go down in that time? The Lower Hallways Lighting said it was another +10... I think it went down after the Refresh of the "Comm Array Room" finished.
Ok, so the actual issue is that I need to remove a setting from being exposed for the time being.

You have Operating Costs disabled, and for room construction/upgrades that add additional permanent needs to HQ, it gets added to the operating costs list for that room. Further adding to the confusion, some Power/Food/Water usage bypass the operating costs system - hence the reason you're getting this mixed bag of data.

Long-term I need to separate out these needs into their own fields, with a different setting controlling them so that I can restore the Operating Costs setting. There is the possibility of Operating Costs like plots have (ie. a daily resource cost), but currently its a feature we aren't using - just supported for future use.
 
You have Operating Costs disabled, and for room construction/upgrades that add additional permanent needs to HQ, it gets added to the operating costs list for that room. Further adding to the confusion, some Power/Food/Water usage bypass the operating costs system - hence the reason you're getting this mixed bag of data.
That's interesting! I wouldn't have even thought to check that, I don't think I changed that from whatever it was at on the 'about to leave Vault 111' save you provided in the zip files, which is what all my uploaded saves have been from. I don't remember what I had that set to in my old "built up" save I'd been using to test prior, and I've since deleted all my old saves anyway so I can't go back and check.
Might explain why I felt like the only person seeing it too...

At least it's been found, I guess?
 
Oh I wonder if I have that setting in the default profile system being turned off automatically.
 
  • Why power in HQ sometimes takes a long time to update for some of you

As always, appreciate your dedication to ironing out these last few bugs. I'm looking forward to starting up a brand new game after the new HQ is live tomorrow. I tend to agree that the power issue is a back-end numbers problem, not just a HUD problem. I think we also have some overlapping bugs, some of which have now been fixed (refreshing rooms for power draw, etc.).

I'm still seeing an extraordinary and unpredictable delay setting up a power transfer to HQ during "Commonwealth Rising". Things like the level of engineering staff update the quest (and HUD) very quickly but actually getting power to flow to HQ seems to get stuck for unknown reasons, and then starts up for no apparent reason. Just waiting does not seem to fix it. This is a v19 save with everything ready to go (HQ power room complete and fully upgraded, plenty of engineering staff, lots of excess power at Starlight, power transfer plot built at Starlight, etc.). If you establish a supply agreement with Starlight you should be getting plenty of power at HQ but nothing happens for an extended period. I've seen the same behavior with multiple settlements and multiple supply agreements.


I was assuming that the code (and HUD) was ignoring all power needs until the initial power transfer during Commonwealth Rising was complete. There isn't much point in tracking power when you don't have any. Sounds like that is not the case and you should still see updates to power needs as you build out rooms. The HUD is showing zero power needs - despite having built things like lighting and science labs that require it. I've tried refreshing rooms but nothing happens. If I have time later today I will try duplicating this overall issue using your clean save, no extra mods, and v22.

Anything else I'm missing?

Using a v19->v22 upgraded save, the Robotics Lab is not granting the Robotics Expert or Blacksmith perks despite building the requisite upgrades for the lab (and refreshing them etc.). The save above should work for this bug too.
 
I will have one more build later today after @ohnno gets me the last couple room fixes (hopefully he can figure out the Chem lab issue!) - hoping for something earlier in the day today.

Will just be a few minor things, but it's nice to see we're down to those.

Thank you guys for putting in so much time to test these updates - it's been really fun to iron out some of these long-standing issues over the past two months and finally see HQ taking shape as a properly playable system. (During this time, I've also documented enough additional features I want to add to support an HQ 3.0 update eventually!)
 
Using a v19->v22 upgraded save, the Robotics Lab is not granting the Robotics Expert or Blacksmith perks despite building the requisite upgrades for the lab (and refreshing them etc.). The save above should work for this bug too.
Hmm - those are configured correctly. Wonder if there's some arbitrary limit to the number of perks a single effect can add at once.
 
Ok, I'm back at it, with a much better graphics card.

So, it looks like for me I only have two issues left.
1. The Infirmary is still missing for me, and anytime I try to refresh it, nothing happens, and if I try to build something else, I get the no resources or staff to do that.
2. My food and water are still showing 0 most of the time, then sometimes like 20-30, which lasts for like a minute or two and then 0 again.

I have removed most of my mods from the save I'm attaching and I was able to load it several times... however DO NOT leave the HQ... lol it WILL crash.
The screenshot is of the missing Infirmary and build window to use food. That is where I made the save at.

https://drive.google.com/file/d/1bQTMtf3Lje6VjhcOVHEEt8YWX7N8PsNa/view?usp=sharing
 

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Ok, I'm back at it, with a much better graphics card.

So, it looks like for me I only have two issues left.
1. The Infirmary is still missing for me, and anytime I try to refresh it, nothing happens, and if I try to build something else, I get the no resources or staff to do that.
2. My food and water are still showing 0 most of the time, then sometimes like 20-30, which lasts for like a minute or two and then 0 again.

I have removed most of my mods from the save I'm attaching and I was able to load it several times... however DO NOT leave the HQ... lol it WILL crash.
The screenshot is of the missing Infirmary and build window to use food. That is where I made the save at.

https://drive.google.com/file/d/1bQTMtf3Lje6VjhcOVHEEt8YWX7N8PsNa/view?usp=sharing
Do you recall which build this save started on?
 
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